Comments (3)
Nice finds.
Original comment by [email protected]
on 19 Feb 2011 at 4:33
from shifterdx.
Gah, multifix. Should split these because they have different resolutions.
1) SkullGun: good catch, will fix immediately.
2) PS20: That was the initial way I was going to allow for multiple PS20s to be
carried, but it proved to be too complicated given how reliant DX weapons are
on mesh-driven event triggers. I've instead made PS20s able to be picked up in
multiples, each taking up a separate inventory slot to balance how
significantly powerful they are now. Won't Fix.
3) MP meshes: These are the built-in MP classes, and oddly the mesh isn't
defined in any of the super classes. Another method I am unaware of overrides
this. I'm trying to figure out how at the moment. Once I do I'll figure out
whether or not adding a defined Mesh to the classes will break anything.
4) Rat weapons: I believe Rats were deliberately not given weaponry so they
would be strictly prey animals. I can't think of a situation where it would
benefit anything to give them weapons, especially since they'd probably go
toe-to-toe with cats at that point. Neat find, but Won't Fix.
5) Animal/NPC weapons: I assume this is for cheating. If so, sure, why not.
Fixed.
6) AlarmUnit: Back before the v1109 patch hit it was possible to do this very
thing. It was disabled due to NUMEROUS complaints regarding people
accidentally setting off alarms and bringing down a swarm of hostiles. Won't
Fix.
If anyone is still reading this, please make separate issues for any of these
that you want to discuss further.
Original comment by yukichigai
on 18 Jul 2013 at 2:13
- Changed state: Done
from shifterdx.
Wow, this was a long time ago. Thanks for checking and understood.
Original comment by [email protected]
on 18 Jul 2013 at 2:30
from shifterdx.
Related Issues (9)
- Shifter + TNM: Status (OTP topic)
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from shifterdx.